I am seriously believing that I missed it but... where... is the line saying what happens to a spell when you bind it?
I added to the spellbinding segment. That reminds me, I still need to put in the clause about not being able to use other spellcasting slots……
Wow... that is really strong. Maybe not I was surprised though, why chose two? Why not make "chose two" a class feature (later) or feat?
Can you chose twice the same one?
On the other hand heighten shenanigans are attractive
Arcane is like the general bind, isn't it? One question though can you pick two more abilities from above?
Heighten spell (and other metamagics) work for binding spells due to the binding relying on the level of the spell SLOT used, not the level of the actual spell. This also prevents the use of feats like Earth Magic from affecting the bind.
I decided on choosing 2 because that lets one chose from a list of abilities and feel as if he isn’t trading a valuable spell slot for just a single ability. Anything more than 2 I feel might be a bit much.
I’ll put in a clause about only being able to take an effect once. (Done.)
I believe, (need to double check) I put in the spellbinding class ability that you must give up one of your chosen effects to gain this benefit (in other words, if you have two spells of the same school bound, you can only chose 3 effects and get the double bind effects, or chose 4 effects). (See Spell Binding, already added).
At level one you are taking more juice of it than from most of your damaging spells, maybe 1d6 would be more adequate (it is supposed that it was giving you a bonus before, so you are taking a lot of juice from the spell). You should clarify the range 10 feet per [spell level] sounds right?
Keep in mind this would take a total of 2 rounds to perform, in addition to losing the effects of the bind (1 round to bind the spell, another to use the burst ability). Range has been added to many of the effects.
Not necessarily any spell granted by the Spell bound class, correct? Great possibilities with master spell thief then.
Nope, just abjuration spells. I’ll add something about this only working with spellbound class spells.
A rather complicated ability. Interesting though I think this should be a burst, with a limited duration rather than a bind. I would probably limit it to the "Wall" ability though, as is the more frontlined
I wanted to make sure that every bind has an active ability that may be chosen for use in combat. This would allow a spellbound to conserve their spell slots, since they are already sacrificing spell slots to bind spells. I went ahead and took away the wall ability, maybe I’ll add it back, but make it destroyable?
That is certainly strong, but DR/magic that seems fitting is not worth it.
You can get a significant DR with this.
Now max Dr (with a double bind) is 9, and that’s using up 2 effects.
Make the wall thingie a burst! It is more interesting than raw damage
I had originally meant this to be an emergency use ability (pushing foes away from you), but I see what you’re getting at. I’ll think about it and look at some Abjuration spells, see if anything comes to me. Perhaps a chained dispel of sorts?
A free +2 weapon at level 1? Isn't that strong? It is a nice concept though it is OP with a 9th level spell you can get a weapon with a 10 enhancement bonus if it is multiplied by 1.5 with a double bind and the capstone works as I believe it does you get a humongous enhancement bonus.
You might want to look at Call weaponry for reference.
Changed to 1 + 1/3 character level. Not as powerful as a weapon you could buy, but it does save money.
It is a bit unreliable if it doesn't have a "long" duration (as "long" as you hold it like the weapon) you might want to check Call item. While you are at it check call armor it could also be an interesting power (btw mage armor is a conjuration spell)
Changed the duration to 10 minutes per (1/2 Character level). I’ll probably add a call armor ability once we finish working on the bind effects already up.
I would limit it to monsters that you know how to summon, so you need to learn summoning spells to use it limiting it to monsters below 6 level. Natures ally doesn't make a lot of sense. As this is a really strong ability you might want to delete it, maybe make it available as a feat or something for those who specialize.
Do they need to be from the same creature? They probably should. Also clarify that spell casting is not eligible.
Erased this ability, another person pointed out the possibilities of it were way too strong.
As pointed above too strong maybe allow you to trade half the enhancement bonus (rounded down) for equivalent abilities? So you can get a +1 keen rapier or similar.
Changed to allow you to use half of the enhancement bonus for special abilities if you take the Double Bind effect.
The area is big and the secondary effects are strong maybe reduce the initial damage for 1d6 and consider that as the penalty doesn't scale it can be a killer at low levels I would forego the penalty to attack rolls the penalty to all movement speeds is still strong.
I changed both penalties to ¼ Character level, and reduced the duration.
Something I forgot to implement. I meant to make it so that there are small physical changes to your body, depending on what you have bound. I’ll be giving each bind a sign that occurs to them whenever they have a spell bound, just haven’t had a chance yet.
Future of Demons: I lowered its power greatly, but still want to keep it. I’d prefer it if all binds had at least one offensive ability.
Really cool burst. I don't really like that divination deals damage though What do you think of allowing the energies to grant a bonus equal to [spell level] to a roll? Be it any roll, and you must use it in [spell level] rounds.
[spell level] bonus to any roll, even if it is an immediate action, would be a little weak for a burst. Furthermore, I thought it’d be a good burst, since it could be used to “counter” spellcaster (force a concentration check). If others don’t like it too I’ll change it to be some sort of status effect.
Note: Changed to based off of class levels. Thinking about what Zagan said, about changing it to a true sight effect. Or perhaps helping allies target foes, granting them bonuses to damage and ignoring miss chances.
Nice ability it lacks a range 20 x [spell level]?
Why not evocation? It is all about damage.
Changed both. Slightly worried about the damage capabilities of the Elemental Assault, seeing as you can make multiple attacks with it and can get several boosts from this bind alone.
Not a lot of love for evocation Elemental weapons! Dealing damage as elemental assault, Elemental shields surrounding you dealing damage as foes try to strike you.
Changed it to be a cone or line. I’ll think about adding the others, the shield is kinda in place from the double bind ability.
What is this? Is this a burst from evocation? Is it an evocation bind? Why is it below the burst? If it is a bind it looks cool.
Changed name. It’s a bind to give evocation abilities a little extra effect.
Think of the 1st level spell bounds getting command at will... I would delete it... or use it to grant a bonus to bluff, intimidate, diplomacy checks of [spell level] rather than this really powerful effect.
Changed so 1st level spells don’t give you access to this ability.
You just became the best fear debuffer in existence. I would increase the DC it is a powerful effect but I wouldn't negate [mind affecting]
Took it out. I’d like to add something else but I haven’t had a chance to think of what.
Dominate is a 5th level spell, and you can use this ability at second level using 0 level spells. I don't think it is a good idea. I think that something among the lines of:
Changed to what you posted. Dazing as an immediate action should be good for a burst.
At what level can they use this ability? At a very very low level. It also seems more of an enchantment effect than an illusion effect. Why don't you use something like...
Changed for now, although this is starting to seem similar to Enchantments. I’m thinking about changing it. Maybe a version of shades that works off of the [spell level]?
Changed to a shades effect.
I’d prefer to keep it as it is, if you change it you might as well just take the feat (forget what it’s called) that does the exact same thing (makes you heal from neg energy, damaged from pos energy.)
I would limit to 5ft per [spell level] make it be a ranged attack, and make them take [spell level] damage (mental ability modifier can be buffed) I would also add that this doesn't stack with itself.
Added range. I’d prefer not to lower it that much, as if it’s that low you might as well cast ray of enfeeblement, a 1st level spell. Also changed the gas effect.
Really strong I would make them shaken for a round (it is a fear effect that escalates)
Change the double bind so that it does not stack with itself. Already have enough effects that cause fear.
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You should be able to grow only ONE weapon (it is crazy to have more, really, check multiattack improved multiattack, rapidstrike, improved rapid strike.
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Changed to 1 + ¼ Class levels. Only growing one would be weak (look at the totemist class, they can grow a huge number of Natural Attacks at once, and yet they’re tier 3).
I would say 1/3 spell level and no changing It is really good as it is.
Not necessarily that good, as it doesn’t stack with items (both grant enhancement bonuses). If I changed it to 1/3 then this ability wouldn’t have much of a point.